12 uniform
int uViewportOffset;
15 vec2 compMul(vec2
a, vec2
b) {
return vec2(
a.x *
b.x -
a.y *
b.y,
a.x *
b.y +
a.y *
b.x); }
18 uvec2
params =
texture(sParameterTexture, vec2(vTex.x, 0.5)).rg;
21 vec2 twiddle = unpackHalf2x16(
params.y);
23 uvec2
x = texelFetch(sTexture, ivec2(
int(
coord.x), ycoord), 0).rg;
24 uvec2
y = texelFetch(sTexture, ivec2(
int(
coord.y), ycoord), 0).rg;
25 vec4
a = vec4(unpackHalf2x16(
x.x), unpackHalf2x16(
x.y));
26 vec4
b = vec4(unpackHalf2x16(
y.x), unpackHalf2x16(
y.y));
27 b.xy = compMul(
b.xy, twiddle);
28 b.zw = compMul(
b.zw, twiddle);
31 FragColor = uvec2(packHalf2x16(
res.xy), packHalf2x16(
res.zw));
#define GLSL_300(src)
Definition: shaders_common.h:11
GLenum const GLfloat * params
Definition: glext.h:6297
GLuint res
Definition: glext.h:10520
static const char * fft_fragment_program_complex
Definition: fft_fragment_program_complex.glsl.frag.h:3
struct passwd out
Definition: missing_libc_functions.c:51
GLenum GLint GLint * precision
Definition: glext.h:8206
GLboolean GLboolean GLboolean b
Definition: glext.h:6844
#define gl_FragCoord
Definition: internal_interface.hpp:357
sampler2DBase< glm::ivec4 > isampler2D
Definition: sampler.hpp:95
GLenum GLuint texture
Definition: glext.h:6935
GLuint coord
Definition: glext.h:10418
GLint GLint GLint GLint GLint GLint y
Definition: glext.h:6295
GLint GLint GLint GLint GLint x
Definition: glext.h:6295
GLuint in
Definition: glext.h:10523
int main(int argc, char *argv[])
Definition: send-presence.c:197
sampler2DBase< glm::uvec4 > usampler2D
Definition: sampler.hpp:96
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6844